
AppliedE in Project Infinity 0.1
Project Infinity 0.1 0.0.51.4-hotfix-2 ships version 0.14.7-fix2 · First seen in 0.0.45.4
AppliedE is a mod in Project Infinity 0.1 0.0.51.4-hotfix-2, where it is version 0.14.7-fix2. Direct ProjectE EMC integration with Applied Energistics 2. (Summary from the mod's Modrinth page.)
AppliedE guide for Project Infinity 0.1
Last verified for Project Infinity 0.1 v0.0.51.4-hotfix-2 on Oct 11, 2026 · text last changed Oct 11, 2026
- Sections
- 8
- Recipes shown
- 8
- Items named
- 21
- Quests covered
- 9
Every recipe and number here was checked against Project Infinity 0.1 0.0.51.4-hotfix-2, read from the running game on Sep 19, 2026.
What is AppliedE?
2 parts
AppliedE is an add-on for both Applied Energistics 2 and ProjectE, and this pack includes version 0.14.7-fix2. It turns ProjectE's EMC into a separate resource that your ME network can display, report and manipulate. The network can then turn that EMC into items on request through AE2 auto-crafting, or through new devices that use your alchemical knowledge directly.[1][2]
What you get
- The ME Transmutation Module is where you start. Place it anywhere on your ME network and the network gets your EMC as a resource, plus automatically generated crafting patterns for the items you know. Its default energy cost is 25 AE/tick, which configuration can change.[2][3]
- The module also adds a tier system to stored EMC, based on powers of 10^12 units, so big networks don't overflow. Higher tiers can be crafted down into lower ones.[3]
- The transmutation devices (ME Transmutation Interface, ME Transmutation Interface, ME Transmutation Import Bus and ME Transmutation Export Bus) work almost like their AE2 counterparts, but convert items to or from EMC on every operation. They only handle items that a player tracked by a module on the network has learned.[4]
- The ME Transmutation Terminal lets you pull known items straight out of stored EMC and fill or empty Klein stars. There is also a Wireless Transmutation Terminal.[5]
Where it sits in the quest book
In the quest sources for this pack, AppliedE has no quests of its own. The closest fit is the Applied Energistics 2 chapter, in the group "Storage and Power" (chapter 14 of 44), which opens with "Welcome to Applied Energistics 2 !" quest. All 72 quests there ask for AE2 items or a few items from other mods, and none ask for AppliedE items.[6]
Since the module needs an ME network, the network quests in that chapter are the natural groundwork. For example, "Processors" quest leads on to "ME Terminal" quest and a quest in "Applied Energistics 2".[6]
How do you get started with AppliedE?
6 parts
AppliedE turns ProjectE's EMC into its own resource that your ME network can display, store and spend through auto-crafting. That means everything here sits on top of a working ME network, so that is where you start.[2]
Step one: get an ME network running
AppliedE devices are placed on an ME network, so work through the Applied Energistics 2 chapter of the quest book first (it is in the Storage and Power group). It opens with "Welcome to Applied Energistics 2 !" quest. The "ME Terminal" quest quest comes after Processors, and a quest in "Applied Energistics 2" comes after the ME Terminal.[2][6]
Step two: make and place the Transmutation Module
The ME Transmutation Module is your first step into EMC. Attach it anywhere on the network and it supplies the network with the EMC of the player who placed it. It also provides every item that player has learned as an automatically generated crafting pattern.[3]
Several players can each place a module on the same network, but only one module per player counts toward the stored EMC and the craftable known items.[3]
Step three: add the Transmutation Terminal
With the module in place, the ME Transmutation Terminal lets you work with your EMC directly. You can pull known transmutable items out of stored EMC instead of needing them in normal storage, and you can fill and empty Klein stars and other EMC-storing items.[5]
Its arrow button switches where shift-clicked stacks go. Pointing up sends them to regular item storage. Pointing left to the transmutation slot converts them into network EMC and learns the item for you if you haven't already.[5]
Step four: transmutation devices and the Interface
AppliedE also has its own versions of the usual AE2 devices, such as the ME Transmutation Import Bus. They work almost like the AE2 originals, but items are transmuted to or from EMC on every operation. They only handle items that at least one player tracked by a Transmutation Module on the network has already learned.[4]
The pack has a recipe that turns the cable form of the ME Transmutation Interface into the block form, ME Transmutation Interface:[8]
Step five: stop learning items by hand
Learning every item in advance gets tedious. Install the Alchemical Mastery Card in an import bus or an interface and it learns incoming items automatically, as long as they have an EMC value. They are learned by the owner of the device, meaning the player who placed it.[4]
Pack settings worth knowing
- transmutationPowerMultiplier is 0.1 in this pack: the AE energy used to transmute items, per 2,000 EMC.[7]
- emcPerByte is 1,000,000: the EMC per byte used in AE2 auto-crafting. Setting it very low would need unreasonably large crafting storage for some jobs.[7]
- terminalExtractFromOwnEmcOnly is false, so extracting through the terminal deducts EMC from all players with modules attached, not only you.[7]
How does AppliedE work?
6 parts
AppliedE turns ProjectE's EMC into its own resource on your ME network. The network can display it, report it and manipulate it, and AE2 auto-crafting can turn it into items on request. Everything below builds on that idea.[2]
The Transmutation Module
Your starting point is the ME Transmutation Module. Attach it anywhere on the network and it supplies the network with the EMC and knowledge of the player who placed it. The module also hands the network automatically generated crafting patterns for the items, using the equivalent EMC value as the ingredient.[3]
Several players can each place modules on one network, but only one module per player counts towards the stored EMC and the craftable known items. All that EMC is collected into one shared pool, which is mounted on the network by only one module at a time. Inserted and extracted EMC is spread as evenly as possible across all the contributing players.[3]
To avoid overflow problems, the module stores EMC in tiers, each one a power of 10^12 EMC units. Every tier shows up in a different colour from the base unit, and you can "craft down" a higher tier into lower ones for demanding transmutation jobs.[3]
Power and crafting costs
The module is not free to run. The mod's guide gives a default of 25 AE/tick, and this pack leaves moduleEnergyUsage at 25.[3][7]
Actually transmuting items costs AE energy too. In this pack, transmutationPowerMultiplier is 0.1, which is the AE energy used per 2,000 EMC transmuted.[7]
For auto-crafting, emcPerByte sets how many EMC units (of any tier) count as one byte of crafting storage. The pack sets it to 1,000,000. The config warns against setting it very low, because some jobs would then need unreasonably large amounts of crafting storage.[7]
Transmutation devices
AppliedE has its own versions of the AE2 import bus, export bus and interface: the ME Transmutation Import Bus, the ME Transmutation Export Bus and the ME Transmutation Interface. They work almost the same as the AE2 originals and still handle regular items. The difference is that items are transmuted to or from EMC on every operation.[4][9]
You can filter these devices to any item, but they only work on items that at least one player tracked by a Transmutation Module on the network has learned. Items must be learned and known to the network in advance before they are accepted into the internal storage that converts them to EMC, and unlearned items are not pulled in.[4]
Learning everything by hand would get tedious, so the Alchemical Mastery Card (Alchemical Mastery Card) can be installed in the import bus or the interface. It makes them learn incoming items automatically, as long as the item has an EMC value. Only the owner of the device learns the item, meaning the player who placed the import bus, the interface or the network device feeding the interface.[4][9]
In this pack, the interface block is crafted from its cable version.[8]
This shapeless recipe turns the cable form into the block form of the ME Transmutation Interface.
The Transmutation Terminal
The ME Transmutation Terminal lets you work with your EMC directly. It gives you much of what ProjectE's transmutation table offers, but through the ME network behind it. You can extract known transmutable items straight from stored EMC without having them in regular item storage. You can also fill and empty Klein stars and other EMC-storing items.[5]
The screen has the familiar fiery transmutation slot for converting items into EMC, plus two extra buttons.[5]
- The arrow button on the left sets where shift-clicked stacks go. Pointing up at the terminal grid sends them to regular item storage. Pointing left at the transmutation slot converts them to EMC in the network-wide store and learns the item for you if you haven't already.[5]
- The singularity button learns every unlearned item in storage. An item can only be learned if at least one of it is in storage, and that one is immediately transmuted to EMC. That can use a huge amount of energy for valuable items, so the game asks "Are you sure?" before you commit.[5][9]
By default, extracting items through EMC takes EMC from all players with modules attached. This pack leaves terminalExtractFromOwnEmcOnly at false, so that is how it works here. Setting it to true would deduct only from the player using the terminal. The option does not cover re-insertion and conversion back into EMC.[7]
Wireless terminal in this pack
The mod also has a Wireless Transmutation Terminal. This pack runs a script that lets you take apart the pack's universal wireless terminal uncrafter by right-clicking a grindstone with it. You get back the matching wireless terminal for each type stored in it, and the transmutation type returns the wireless transmutation terminal. The uncrafter is used up in the process.[5][10]
Performance settings
The rest of the config file is about keeping servers smooth. These are the pack's values:[7]
- syncThrottleInterval is 20 ticks, the wait before the next player EMC sync when manipulating stored EMC.[7]
- patterns.patternMinUpdateInterval is 20 ticks, the minimum time between pattern update requests for the same node.[7]
- keyCacheMax is 2,048, the maximum number of serialized key entries kept in the in-memory cache.[7]
- warmKeysPerTick is 16, the number of keys finalized per server tick from the background warm queue, to avoid single-tick spikes.[7]
- saveDebounceMillis is 1,000 milliseconds, the debounce interval for saving the persisted EMC cache to disk.[7]
How do you progress through AppliedE?
3 parts
None of the tasks in the quest book's Applied Energistics 2 chapter (group "Storage and Power", chapter 14 of 44) ask for an AppliedE item. That chapter is where you build the ME network the mod plugs into. So the path below is the AE2 quest order first, then the mod's own guide order on top of it.[6]
Step 1: Get an ME network running
AppliedE works inside an existing ME network, so start with "Welcome to Applied Energistics 2 !" quest. From there the book sends you to "Inscriber Preses" quest and then "Processors" quest. After Processors comes "ME Terminal" quest, and the terminal quest leads on to "ME Drive" quest and a quest in "Applied Energistics 2". Once you have a working network, you are ready for EMC.[6]
Step 2: The EMC tiers of the mod
- Place the ME Transmutation Module anywhere on your ME network. It is your first step into EMC, and it supplies the network with the EMC of the player who placed it.[2][3]
- Add transmutation devices: the ME Transmutation Interface (ME Transmutation Interface and its cable form ME Transmutation Interface), plus ME Transmutation Import Bus and ME Transmutation Export Bus. They work almost identically to their AE2 counterparts and still handle regular items, but items are transmuted to or from EMC on every operation.[4]
- Add the Alchemical Mastery Card to the import bus or the interface so incoming items are learned automatically, as long as they have an EMC value.[4]
- Finish with the ME Transmutation Terminal, which lets you work with your EMC directly as a player through the ME network. It can also fill and empty Klein stars and other EMC-storing items.[5]
Learning matters at every step. The devices only work on items that at least one player tracked by a module on the network has learned. Items learned through the Learning Card go to the owner of the device, meaning the player who placed it.[4]
The interface comes in a cable form and a block form. This shapeless craft turns the cable form into the block form.
EMC storage tiers
The module adds a tier system to the EMC stored on a network, based on successive powers of 10^12 EMC units. Each tier has its own colour, and a higher tier can be crafted down into lower ones for more demanding transmutation jobs.[3]
If several players each place a module, only one module per player contributes to the stored EMC and the known craftable items. The EMC from every module is collected into one unified network store.[3]
The module's guide entry gives a default energy cost of 25 AE/tick and says configuration can change it.[3]
One pack-specific detail: a pack script lets you right-click a grindstone with Universal Wireless Terminal Uncrafter to get back the individual wireless terminals it holds. That includes the wireless Transmutation Terminal (Wireless Transmutation Terminal).[10]
How does AppliedE work with other mods?
4 parts
AppliedE is built as an add-on to both Applied Energistics 2 and ProjectE, so its core job is to turn ProjectE's EMC into a resource your ME network can use. In this pack it also reaches into a few other add-ons through recipes. None of the quests I could see use AppliedE items directly, so the links below come from the recipes and one pack script.[2][6][8]
Extended transmutation buses
The ME Extended Transmutation Export Bus and the ME Extended Transmutation Import Bus are extended versions of AppliedE's ME Transmutation Export Bus and ME Transmutation Import Bus. The pack changed both recipes, and they also use ProjectE's Red Matter and AE2's Acceleration Card.[8]
Crafting Shaped
Recipe id: expatternprovider:ex_emc_export_bus
Crafting Shaped
Recipe id: expatternprovider:ex_emc_import_bus
MEGA Transmutation Interface
The MEGA Transmutation Interface upgrades the ME Transmutation Interface. The pack changed this recipe too, and it needs the Accumulation Processor and more Red Matter.[8]
Crafting Shapeless
Recipe id: megacells:network/mega_emc_interface
EMC Storage Cell
The pack adds its own recipe for the EMC Storage Cell, and it starts from a single ME Transmutation Module. This is not a default recipe from the mods, so don't expect to find it elsewhere.[8]
Crafting Shapeless
Recipe id: minecraft:kjs/projectcell_emc_storage_cell
Wireless terminal combining
The Wireless Transmutation Terminal can be combined with three other wireless terminals: the Wireless Crafting Terminal, the Wireless Pattern Access Terminal and the Wireless Pattern Encoding Terminal. Each one has its own combine recipe, and the pack changed all three.[8]
Combine (ae2wtlib)
Recipe id: appliede:ae2wtlib/combine_ct
Combine (ae2wtlib)
Recipe id: appliede:ae2wtlib/combine_at
Combine (ae2wtlib)
Recipe id: appliede:ae2wtlib/combine_et
Which Project Infinity 0.1 quests use AppliedE?
1 part
Here's the honest picture: none of the quest tasks in the pack's quest book data I was given ask for an item from this mod. Every item task in those chapters uses another namespace, such as ae2, botania, itemfilters, expatternprovider, aeinfinitybooster or mythicbotany.[6][11]
The nearest chapters
The Applied Energistics 2 chapter sits in the "Storage and Power" group, as chapter 14 of 44 in the book, and has 72 quests. It opens with "Welcome to Applied Energistics 2 !" quest, which asks for Charger and Meteorite Compass. From there the book branches into "Inscriber Preses" quest and a quest in "Applied Energistics 2".[6]
The Botania chapter is in the "Production" group, as chapter 27 of 44, with 79 quests. It contains a quest called "Applied Energistics Integration" quest, which comes after "Gaia Spirits" quest. Its task is an item filter entry, and the sources don't show any item from this mod in it.[11]
Unverified Whether any other quest chapter in the pack asks for an item from this mod is not confirmed by the quest data available here.
Which AppliedE config options matter?
3 parts
AppliedE has a handful of options worth knowing about. Most live in the common config file, and one is client-side. Here is how this pack sets each of them.[7][12]
Crafting and energy costs
- emcPerByte is 1,000,000. It sets how many EMC units (of any tier) count as one byte when AE2 auto-crafting is involved.[7]
- transmutationPowerMultiplier is 0.1. This is the AE energy used to transmute items, per 2,000 EMC.[7]
- moduleEnergyUsage is 25. This is the AE energy per tick that the ME Transmutation Module uses.[7]
- terminalExtractFromOwnEmcOnly is false. When you extract items from a Transmutation Terminal via EMC, EMC is deducted from all players with modules attached. Set it to true and only the player using the terminal pays. It does not cover re-insertion and conversion back into EMC.[7]
Performance tuning
These options control how much work the mod does each tick. You will rarely need to touch them unless you are chasing lag spikes.[7]
- syncThrottleInterval is 20. It is how many ticks to wait before the next player EMC sync when you manipulate stored EMC, and it accepts values from 1 to 200.[7]
- warmKeysPerTick is 16. It is how many keys get finalized (warmed) per server tick from the background warm queue, to avoid single-tick spikes.[7]
- keyCacheMax is 2048. It is the maximum number of serialized AEKey entries kept in the in-memory LRU key cache.[7]
- saveDebounceMillis is 1000. It is the debounce interval in milliseconds for coalesced async saves of the persisted EMC cache to disk.[7]
- patterns.patternMinUpdateInterval is 20. It is the minimum number of ticks between crafting provider update requests for the same node.[7]
Client option
emcTierColours is 10. It sets how many different colours represent higher tiers of EMC in storage.[12]
Unverified Which of these values differ from the mod's own defaults is unverified, because the available sources only show the values this pack uses.
What changed in AppliedE between versions?
1 part
Project Infinity 0.1 0.0.51.4-hotfix-2 ships AppliedE 0.14.7-fix2. The mod has been in the pack since Project Infinity 0.1 0.0.45.4 or earlier, so you've likely had it for a while.[1]
AppliedE 0.14.3
This is the one mod changelog I have for you, and it's an EMC-focused update. It covers these changes:[13]
- Default EMC values for base AE2 items no longer rely on incorrect ProjectE internals. They now come from a proper data file instead.[13]
- The Silicon Press was missing a default EMC value, and it now has one.[13]
- A version checker URL was added.[13]
Unverified Changelogs for the versions after 0.14.3, including the installed 0.14.7-fix2, were not available, and there are no pack changelog entries for this mod. What changed in those releases is unconfirmed.
Sources
- Project Infinity 0.1 0.0.51.4-hotfix-2 mod list · pack file
- In-game guide: AppliedE (appliede) · official docs
- In-game guide: Transmutation Module (appliede) · official docs
- In-game guide: Transmutation Devices (appliede) · official docs
- In-game guide: Transmutation Terminal (appliede) · official docs
- Project Infinity 0.1 0.0.51.4-hotfix-2 quests: "Applied Energistics 2" · quest text
- Project Infinity 0.1 0.0.51.4-hotfix-2 config: config/appliede-common.toml · pack file
- Project Infinity 0.1 0.0.51.4-hotfix-2 recipe dump: recipes making AppliedE items · pack recipe dump
- appliede names, screen text and descriptions (English lang file) · official mod data
- kubejs/server_scripts/scripts/world_interaction_scripts/wireless_universal_terminal_uncrafter.js (Project Infinity 0.1's own script) · pack file
- Project Infinity 0.1 0.0.51.4-hotfix-2 quests: "Botania" · quest text
- Project Infinity 0.1 0.0.51.4-hotfix-2 config: config/appliede-client.toml · pack file
- AppliedE 0.14.3 changelog · changelog
Where this guide comes from
Written from what Project Infinity 0.1 itself ships: its files and recipes, the in-game guidebooks and the mods' own pages. Every statement links to the source it came from, and the numbers are checked against the pack before publishing.
Guide last verified Oct 11, 2026.
Guides for other versions: 0.0.51.2 to 0.0.51.4-hotfix-1
Report wrong info
Version in each release
23 releases, first in 0.0.45.4
| Project Infinity 0.1 | Version | Jar | Where it came from |
|---|---|---|---|
| 0.0.51.4-hotfix-2 Sep 16, 2026 | 0.14.7-fix2 | appliede-0.14.7-fix2.jar | From the published release |
| 0.0.51.4-hotfix-1 Sep 15, 2026 | 0.14.7-fix2 | appliede-0.14.7-fix2.jar | From the published release |
| 0.0.51.4 Sep 14, 2026 | 0.14.7-fix2 | appliede-0.14.7-fix2.jar | From the published release |
| 0.0.51.3-HOTFIX Aug 16, 2026 | 0.14.7-fix2 | appliede-0.14.7-fix2.jar | From the published release |
| 0.0.51.3 Aug 15, 2026 | 0.14.7-fix2 | appliede-0.14.7-fix2.jar | From the published release |
| 0.0.51.2 Aug 11, 2026 | 0.14.7-fix2 | appliede-0.14.7-fix2.jar | From the published release |
| 0.0.51.1 Jul 31, 2026 | 0.14.7-fix2 | appliede-0.14.7-fix2.jar | From the published release |
| 0.0.50.2-hotfix Jun 22, 2026 | 0.14.5-fix6 | appliede-0.14.5-fix6.jar | From the published release |
| 0.0.50.1 Jun 18, 2026 | 0.14.5-fix4 | appliede-0.14.5-fix4.jar | From the published release |
| 0.0.50.0 Jun 16, 2026 | 0.14.5-fix2 | appliede-0.14.5-fix2.jar | From the published release |
| 0.0.49.3 May 17, 2026 | 0.14.3 | appliede-0.14.3.jar | From the published release |
| 0.0.49.2 May 13, 2026 | 0.14.3 | appliede-0.14.3.jar | From the published release |
| 0.0.49.1 May 11, 2026 | 0.14.3 | appliede-0.14.3.jar | From the published release |
| 0.0.49.0 May 10, 2026 | 0.14.3 | appliede-0.14.3.jar | From the published release |
| 0.0.48.2 Apr 23, 2026 | 0.14.3 | appliede-0.14.3.jar | From the published release |
| 0.0.48.1 Apr 12, 2026 | 0.14.3 | appliede-0.14.3.jar | From the published release |
| 0.0.48.0 Apr 11, 2026 | 0.14.3 | appliede-0.14.3.jar | From the published release |
| 0.0.47.3 Mar 6, 2026 | 0.14.3 | appliede-0.14.3.jar | From the published release |
| 0.0.47.1 Feb 2, 2026 | 0.14.3 | appliede-0.14.3.jar | From the published release |
| 0.0.47.0 Feb 1, 2026 | 0.14.3 | appliede-0.14.3.jar | From the published release |
| 0.0.46.1 Jan 6, 2026 | 0.14.3 | appliede-0.14.3.jar | From the published release |
| 0.0.46.0 Jan 4, 2026 | 0.14.3 | appliede-0.14.3.jar | From the published release |
| 0.0.45.4 Dec 23, 2025 | 0.14.3 | appliede-0.14.3.jar | From the published release |
"From pack files" means the list came from the pack's own files; "from the published release" means ForgeBase read the jars of the release itself.
Items and blocks
Config options (how Project Infinity 0.1 sets them)
10 settings this pack ships for the mod. We don't have the mod's own defaults to compare them against yet.
Show settings
| Setting | Project Infinity 0.1 value |
|---|---|
emcTierColours How many different colours should be used to represent higher tiers of EMC in storage config/appliede-client.toml | 10 |
emcPerByte The number of EMC units (of any tier) per byte as used in AE2 auto-crafting. It is not recommended to set this very low as this will require unreasonably large amounts of crafting storage for some jobs. config/appliede-common.toml | 1000000 |
keyCacheMax Maximum number of serialized AEKey entries to keep in the in-memory LRU KEY_CACHE (GridInventory) config/appliede-common.toml | 2048 |
moduleEnergyUsage The amount of AE energy per tick used by the ME Transmutation Module. config/appliede-common.toml | 25 |
patterns.patternMinUpdateInterval Minimum ticks between ICraftingProvider.requestUpdate() calls for the same node config/appliede-common.toml | 20 |
saveDebounceMillis Debounce interval in milliseconds for coalesced async saves of the persisted EMC cache to disk config/appliede-common.toml | 1000 |
Which Project Infinity 0.1 mods work with AppliedE?
The Project Infinity 0.1 mods that share the most recipes with AppliedE. Highlighted ones have a guide.
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